Both


The second game began very similarly, but Lambo squeezed in overlord speed to scout TY's base. The Terran had queued up concussive shells again, but cancelled the upgrade and used the tech lab for a raven instead, followed shortly by additional factories. Both players built up their economies for a few minutes, before Lambo decided on swarm hosts to counter the mech play. His pressure worked out very well, as locust waves and corrosive biles kept wearing down TY's army. Falling behind in workers only added to Lambo's army advantage, and after a few favorable trades the Zerg finally pushed into TY, sniping his tanks with locusts, allowing his roach/hydra army to clean up everything else. TY couldn't stop the Zerg army from rolling through his fourth base and into his natural, and tapped out.
Lambo chose a sneaky roach warren on Dreamcatcher after opening with a standard build. TY's hellions saw them in the middle of the map, and he quickly pulled back. Lambo's roaches only found 6 SCVs, and TY simply moved across with his existing set of units to outdo the damage done to him, forcing more roaches to be made and killing drones and a queen. Lambo saw himself forced to all-in, building up a large roach count and attacking into TY's defensive bio/tank setup. Both players traded quite equally, but with TY's liberators disrupting Lambo's economy at home, the Zerg's all-in was quickly running out of steam. One last ditch effort was easily repelled and Lambo became the first player to be knocked out of the WCS Global Finals.


sOs opened with blink and a robotics facility again on Dreamcatcher, but took the gold as his third base. Stalkers kept HeRoMaRinE at home as the Terran geared up for a 2-base attack with mines and liberators. But as a warp prism flew into his mine he was forced to abandon the plan, and sOs instead attacked into him, losing a lot of his army but trading well enough as his fourth nexus, another gold base, and 2/2 upgrades were completing. When HeRoMaRinE finally did move out, his army was far too weak to challenge sOs' and he never even made it to sOs' fourth base before losing his entire army and having to concede the series. sOs kept his BlizzCon hopes alive with that win, while HeRoMaRinE was eliminated from the Global Finals.


Lost and Found saw Has open with a gateway into forge. Dark's natural finished, but was destroyed by cannons, forcing the Zerg into a one-base roach warren. Has had already preempted this with a stargate before his expansion. Dark used ravagers to destroy the cannons and take his natural, but Has found himself far ahead economically. Dark desperately threw down a spire, but Has added a second stargate and switched to phoenix production when his void ray spotted the mutalisks. Dark's air units found no damage at all, and Has doubled down with yet another stargate and even a fleet beacon—and a second cyber core, for warpgate research. Yes, warpgate research. Four oracles killed Dark's third hatchery with phoenixes guarding them, and Dark's mutalisks were also chased down by Has. Dark found himself stuck massing hydralisks to stay alive against Has' growing phoenix fleet, but the Protoss at home added charge and triple upgrades into his composition. Dark finally all-inned with a huge roach/hydra army, and initially looked to take a good fight, but Has' stasis wards allowed him to take a good enough fight to hold on, and even expand to a fourth base and add storm. He attacked into Dark with a lot of high templar, but Dark's splits allowed him to hang on and even take a good fight against the Protoss' massive upgrade advantage. That victory allowed him to morph a few lurkers and take out Has' fourth base. The Protoss never recovered from there as Dark took up too many powerful positions and, by then, had stabilized his economy completely. Has tried a counterattack and killed one of Dark's bases, but Dark's army meanwhile wiped out everything Has had, and the Taiwanese Protoss was eliminated from the Global Finals as his remaining units died defending his main base.


Both players opted for standard, conservative openings on Dreamcatcher. The first aggression came in the form of SpeCial's hellions diving into Nerchio's base but killing only three probes. The Terran, meanwhile, was gearing up for a 2-base bio/tank attack. Nerchio was caught off guard and had to abandon his third base as tanks sieged and marines laid siege to it. SpeCial, looking for more damage, sent a liberator to Nerchio's natural while swinging around to the Zerg's fourth base. The liberator, due to a mistake from Nerchio, found 6 drone kills and SpeCial's army overwhelmed the Zerg army, forcing Nerchio to concede the series.
In the first deciding match of the day,


TY, of course, proxied again on Lost and Found, but Neeb's probe this time found the proxy instantly, delaying the barracks for a long time. This prompted Neeb to proxy a stargate for void rays right next to TY's main base. The proxy was discovered by TY, but could not be prevented. TY was able to prepare well enough to survive, though. Neeb, behind the proxy, took the fourth base as his second nexus due to an engineering bay block in his natural. TY needed to do damage to equal the game and found it by flying his vikings into the main base, killing 11 probes, while also diving into the expansion with his cyclones and finding a favorable trade before retreating. Both players took some time to breathe and build up, with Neeb adding blink, a forge and a robotics bay, while TY finally researched stim and began tank production and upgrades of his own, eventually pulling his SCVs for a decisive all-in. He distracted Neeb with a cyclone drop in the natural and caught the Protoss army exposed on the map. Neeb realized his fate immediately and wasted no time with his GG. With that victory, TY eliminated him from the Global Finals and secured his own spot at BlizzCon.
The deciding match of Group B featured


sOs again put his second pylon out on the map on Blueshift, but this time did commit to a proxy stargate. Zest responded with his own stargate proxy. sOs tried to force his adepts into Zest's main base with a pylon at the front, and that tactic distracted Zest from recognizing the threat of the hidden oracle build. When it finally arrived, sOs' oracle killed 12 probes, and even more when a second one joined later. Zest, meanwhile, found no damage thanks to sOs' shield battery in the mineral line. The game was essentially over from there, but Zest stuck around for a while but tapped out when his sentries were picked off by adepts.
Both players kept their pylons in their bases on Acid Plant, with Zest opening with two adepts while sOs chose a sentry and stalker. Zest then threw down a robotics facility and third gateway while sOs opted for a twilight council, nexus and then a hidden dark shrine. Zest's adepts found their way in and saw the twilight council researching blink. sOs cancelled his nexus as Zest's push approached and it killed only a gateway. sOs' dark templar found 6 probe kills, but Zest responded with 8 of his own through adepts. sOs researched resonating glaives and prepared a big attack while Zest added immortals and, after scouting with a hallucination, prepared for the attack with shield batteries and cannons. An extremely close fight ensued, but Zest was able to survive despite losing 16 probes, and perhaps even found himself in a good spot as he had finished +2 attack while sOs had no upgrades at all. But Zest made a fatal mistake, sending two of his archons across the map while sOs only temporarily retreated and came back for another attack. Zest's archons were warded off by a dark templar, and sOs' push this time broke through Zest's defenses and closed out the series in his favor.


Acid Plant saw the same openings from both players, but ShoWTimE this time chose an archon drop as the follow-up to his stargate. His archons denied Dark’s fourth base but the prism was intercepted and killed by queens immediately after. Dark used his newfound freedom to launch a drop into ShoWTimE’s main base. The drop did little damage but Dark’s army escaped. The Zerg poked with the drop and his army at the same time but ShoWTimE locked down all his expansions and defended comfortably, and even took a very good fight to defend a lurker attack at his third base while already adding tempests to his army. Dark, though, remaxed with roaches and hydralisks and began running at ShoWTimE’s defenses. He found a handful of immortals and sentries first, then dragged the Protoss army away to the fourth base and dove into the natural and main base with another small force. ShoWTimE fell apart to Dark’s aggression, losing his fourth base, 20 probes and expensive units in inefficient trades. A simple remax from Dark was enough to close out the series and propel him to BlizzCon.
Last but not least,


SpeCial chose another reaper proxy, again leaving the factory in his main base and delaying the natural nexus with a bunker. Classic chose the same 1-base stargate response, but did not scout SpeCial’s cloak banshee transition. This allowed the first banshee to get 6 probe kills while SpeCial set up a strong position in Classic’s natural, but the Protoss was able to clean up the attack and save his expansion thanks to his immortal. When the dust settled, though, SpeCial still found himself ahead in workers and with a third command center already finished before Classic’s third nexus began warping in. The Protoss chose charge and +1 armor as his followup, adding a lot of gateways to sustain his production. SpeCial tried to poke at the defenses of Classic but found no damage at all. He came back to look for another attack but saw that Classic had storm ready in time and pulled back. The Protoss then began posturing on the map and used his warp prism to zone away the Terran army while stalkers blinked in to snipe liberators. But in that process, Classic steered his prism too far forward and had it shot down by marines. SpeCial pressed forward immediately, landing EMPs all over the Protoss army and melting through the zealot line before taking down the important immortals as well. SpeCial never looked back and continued to rally units forward, shooting down all of Classic’s desperate warpins, finally forcing the GG out of his opponent and booking his ticket to Anaheim.
Day 3 concluded the group stage of the 2018 WCS Global Finals. The tournament will continue with its quarterfinal bracket on Friday, November 2nd.